Sunday, December 6, 2009

El Poho going good

btw El Poho is the name of my game engine until I find a better name.
Ok, I finally added polygon collisions into it. It's a smaller version than the previous one but it's very easy to add features in it. For now the main features of it are:
-great scalability (should be easier to make a game in it now)
-Polygon-based collision system
-compact (most unnecessary features like GUI and a great number of other stuff was not implemented)
and as a bonus:
-simple yet powerful particle engine!

However I'm still planning on adding a simple GUI system for things like buttons and text at the very least, I should probably add an event system as well.
Another feature I'm working on is quite an important one: Scheduling.
So far it runs at 30 frames per second and it just waits some time between every frame to mantain that, but I need to add a feature that skips the drawing step completely if it runs too slow. So far every object in the game has a few functions like draw() and think(). With the scheduler I'll be able to set every object to think at diferent time periods, like every 1 second or every 1/20 seconds, which will make it a lot faster when I'll have to add AI support to it. With scheduling I can have AI's in Idle states that think every 5 seconds or so, or think every 1/20th second if on full alert, this'll be an enormous performance boost.

For testing the engine out I'm making a small game where you control a dust cloud. Not much to do for now as I'm having some trouble in porting things to the new collision system (what worked back then doesn't work now).

Ok, that's all for now.
maybe I'll update thig blog later this week.

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